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Heroes of the Storm Jaina

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I've got more of a general question which also applies to Jaina.

If u kill the minions with DoT effects while not being near them , do u get the xp?

Also at what range do u need to be in order to gain the xp?

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I've got more of a general question which also applies to Jaina.

If u kill the minions with DoT effects while not being near them , do u get the xp?

Also at what range do u need to be in order to gain the xp?

 

You get experience if you deal the killing blow with any ability, including DoTs.

 

I'd say the range for experience is a little larger than the range on Jaina's Frostbolt, but that's just an approximation.

 

Thanks for checking out the guide!

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Guest TC

Love the guides, but it looks like a lot of the reasoning behind the talent choices still refers to the old choices.  For example, Arcane Intellect at level 4 is not recommended because the mana is unneeded with Conjurer's Pursuit, but you are no longer recommending Conjurer's Pursuit or Envenom.

 

Likewise Frost Shards is not recommended because Envenom helps kill single targets, but Envenom is no longer recommended so that reason is no longer applicable.

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Love the guides, but it looks like a lot of the reasoning behind the talent choices still refers to the old choices.  For example, Arcane Intellect at level 4 is not recommended because the mana is unneeded with Conjurer's Pursuit, but you are no longer recommending Conjurer's Pursuit or Envenom.

 

Likewise Frost Shards is not recommended because Envenom helps kill single targets, but Envenom is no longer recommended so that reason is no longer applicable.

You're absolutely right, I'm actually in the middle of changing it as I read your comment. Thanks for pointing that out.

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Guest Soma Cruz

I have a question. So, the last time I checked your guide, you were recommending Conjurer Pursuit. And, after a patch when it wasn't changed, you moved it to Not Recommended.

What changed? What made the "We need this extra mana, as Jaina is really mana hungry" become a "Nah, we don't need the extra mana. Just use better your abilities"? I don't get it.

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I have a question. So, the last time I checked your guide, you were recommending Conjurer Pursuit. And, after a patch when it wasn't changed, you moved it to Not Recommended.

What changed? What made the "We need this extra mana, as Jaina is really mana hungry" become a "Nah, we don't need the extra mana. Just use better your abilities"? I don't get it.

My opinion of it changed, as did my playstyle for Jaina :)

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Guest Brainth

In my opinion, you should add Johanna to the heroes Jaina synergyizes with, because with her crowd control skills she can group all enemies into one of Jaina's blizzard, as well as not letting them out.

I'm also of the opinion that blizzard and cone of cold make Jaina a very powerful hero in the new battleground, Infernal Shrines. Jaina + Leoric are capable of instakilling basically every minion that appears under a shrine once they are activated.

 

Love the build, keep it up!

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Guest Halbird

Since water elemental no longer chills, you reordered your combo. But the suggestions still say to follow the 6 steps, when there are only 5.

Also, is the basic attack at step 2 so that your water elemental has the chance to attack and chill someone? That could be mentioned.

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Since water elemental no longer chills, you reordered your combo. But the suggestions still say to follow the 6 steps, when there are only 5.

Also, is the basic attack at step 2 so that your water elemental has the chance to attack and chill someone? That could be mentioned.

Thanks for the correct. The Basic Attack at step 2 is basically just a reminder to always be using your Basic Attacks. I find people lose out on a lot of damage because they think a mage is purely ability-based.

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Guest Guest

Not really specific to this guide as it is across the board, even for ones you didn't write. But the quick references don't exactly line up with the recommended and situational choices on the talent build pages. For example, on this one has several frost bolt related abilites on the reference but neither are even situational on the talent build section.

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Not really specific to this guide as it is across the board, even for ones you didn't write. But the quick references don't exactly line up with the recommended and situational choices on the talent build pages. For example, on this one has several frost bolt related abilites on the reference but neither are even situational on the talent build section.

Thanks for letting me know. Blizzard sometimes switches the talents around for whatever reason.

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Guest Guest

Thanks for making this guide, it's been really helpful smile.png just one query, though - I feel like the level 16 talent description for Northern Exposure is worded a little weirdly? It seems to imply that the only value worth considering there is Jaina's increased damage against her targets, when the Vulnerability appears to affect all friendly characters' damage. Not really disagreeing with the choice in most cases, to be honest, just interested in a more clear explanation of why your teammates getting extra damage is still worse than the root.

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Guest Kroshak

Thanks for making this guide, it's been really helpful smile.png just one query, though - I feel like the level 16 talent description for Northern Exposure is worded a little weirdly? It seems to imply that the only value worth considering there is Jaina's increased damage against her targets, when the Vulnerability appears to affect all friendly characters' damage. Not really disagreeing with the choice in most cases, to be honest, just interested in a more clear explanation of why your teammates getting extra damage is still worse than the root.

The reason why the root is more recommended is because of the strength yet weakness of jaina, that is her snowstorm, you can burst someone IF they take the 2 waves but usually people, at least the good players, run away making 1 wave of damage go to waste, usually the burst jaina does is enough to vaporize the enemy or at least bring them low enough for the rest of your team to clean up and its not necessary to get the damage boost

 

the reason why in the ring of frost combo the northern exposure is recommended insted of the root is because the ring roots meaning that the enemy will take all your abilities

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Guest Guest

icon-jaina-northern-exposure.png Northern Exposure is a good talent, but icon-jaina-numbing-blast.png Numbing Blast is more effective. Vulnerable does not amplify the damage from icon-jaina-cone-of-cold.png Cone of Cold itself. Therefore, even if both waves of icon-jaina-blizzard.png Blizzard hit, which is unlikely without the root from Numbing Blast, the 25% increased damage from Jaina

 

Just to clear thing up;

The tooltip doesn't say "only from Jaina", if the tooltip is not wrong, and enemies take %25 more damage from all sources, then this talent is the best, thats why ı've been using it since always.

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icon-jaina-northern-exposure.png Northern Exposure is a good talent, but icon-jaina-numbing-blast.png Numbing Blast is more effective. Vulnerable does not amplify the damage from icon-jaina-cone-of-cold.png Cone of Cold itself. Therefore, even if both waves of icon-jaina-blizzard.png Blizzard hit, which is unlikely without the root from Numbing Blast, the 25% increased damage from Jaina

 

Just to clear thing up;

The tooltip doesn't say "only from Jaina", if the tooltip is not wrong, and enemies take %25 more damage from all sources, then this talent is the best, thats why ı've been using it since always.

Yes, it is from all sources, but rooting enemies usually leads to more damage anyway since they will be unable to move.

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Guest Pars Pro Toto

 

icon-jaina-northern-exposure.png Northern Exposure is a good talent, but icon-jaina-numbing-blast.png Numbing Blast is more effective. Vulnerable does not amplify the damage from icon-jaina-cone-of-cold.png Cone of Cold itself. Therefore, even if both waves of icon-jaina-blizzard.png Blizzard hit, which is unlikely without the root from Numbing Blast, the 25% increased damage from Jaina

 

Just to clear thing up;

The tooltip doesn't say "only from Jaina", if the tooltip is not wrong, and enemies take %25 more damage from all sources, then this talent is the best, thats why ı've been using it since always.

Yes, it is from all sources, but rooting enemies usually leads to more damage anyway since they will be unable to move.

 

 

Many seem to forget that northern exposure has advantages of numbing blast vs bosses and buildings. Applying it only once deals a good bonus damage (since you are likely not alone). Furthermore, unstoppable heroes would not be rooted, but still be vulnerable.

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I wanted to ask an opinion on the Jaina talents.  I started playing her using your builds, and it worked great.  As with all of the guides here it gave me a great start to learn how to play the character.  The way I play Jaina now, given that Li-Ming and KT are top damage mages in the meta, is more for her roots and general wave clear.  Recently I started picking Frost Armor at lvl 7 instead of Frostbitten.  Now I know it lowers my damage output a bit, but I honestly feel that it is a fair trade-off.  I like the fact that if I get attacked (especially if I was ambushed) it automatically chills the enemy hero.  When I couple that with Numbing Blast at 16 it greatly increases my escape potential since Jaina lost Bolt of the Storm at 20.  Again, even though she can still do good damage, I play her for the utility she can bring to team fights.  Given all of that, I wanted to see what your thoughts were.

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On 1/9/2016 at 5:13 PM, Guest Pars Pro Toto said:

 

Many seem to forget that northern exposure has advantages of numbing blast vs bosses and buildings. Applying it only once deals a good bonus damage (since you are likely not alone). Furthermore, unstoppable heroes would not be rooted, but still be vulnerable.

I find the vulnerability effect to be too short (and on a long cooldown to boot) to really impact boss/structure killing speed. 25% more damage for 2 seconds, assuming that 5 heroes are attacking the same target, is probably equivalent to ~2k more damage.

On 7/5/2016 at 10:31 AM, ghostdeini said:

I wanted to ask an opinion on the Jaina talents.  I started playing her using your builds, and it worked great.  As with all of the guides here it gave me a great start to learn how to play the character.  The way I play Jaina now, given that Li-Ming and KT are top damage mages in the meta, is more for her roots and general wave clear.  Recently I started picking Frost Armor at lvl 7 instead of Frostbitten.  Now I know it lowers my damage output a bit, but I honestly feel that it is a fair trade-off.  I like the fact that if I get attacked (especially if I was ambushed) it automatically chills the enemy hero.  When I couple that with Numbing Blast at 16 it greatly increases my escape potential since Jaina lost Bolt of the Storm at 20.  Again, even though she can still do good damage, I play her for the utility she can bring to team fights.  Given all of that, I wanted to see what your thoughts were.

I like both frost armor and numbing blast. Numbing blast should be recommended and frost armor situational (and if they aren't as such in the guide, my mistake!) so they definitely have my seal of approval.

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Guest Me!

Good guide but I feel the ult information is outdated. There is very little information on Ring of Frost, it is missing from the abilities page.

It's way more viable these days, but it's unfortunate that there's no advice on its usage in your guide. For example, it excels when combo'd with other ults, like Mosh Pit, or Maw, or Grav-o-Bomb. Also, if cast directly on yourself, you occupy a lot of the safe center ground making it hard for others to dodge. 

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22 hours ago, Guest Me! said:

Good guide but I feel the ult information is outdated. There is very little information on Ring of Frost, it is missing from the abilities page.

It's way more viable these days, but it's unfortunate that there's no advice on its usage in your guide. For example, it excels when combo'd with other ults, like Mosh Pit, or Maw, or Grav-o-Bomb. Also, if cast directly on yourself, you occupy a lot of the safe center ground making it hard for others to dodge. 

I won't disagree with that. The guide is due for a small update, especially for, as you've mentioned, RoF. Thanks for the comment.

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Guest SomeGuy

Jaina is my waifu, have her level 10+ complete with Master skin-where she looks awesomeeeee <3 on 2 accs (long before she dropped to 4k and more recently, became available for free). However, she is in a terrible spot atm imho, and she needs love :( 

Currently, you have no reason to pick her over Li Ming/Chromie (so many buffs...Blizz pls)/Kael'thas or even Gul'dan after his buffs. She lacks range, radius, cooldowns (everyone else has much shorter than her overall). Plus, her combos and therefore, her damage, are very predictable. And with the balance changes, they keep ruining her. They do one good thing (snow crush baseline) but infinite more bad things. Like, Frost Armor became kinda useless for its purpose (1 attack every 8 seconds and at 50% not even 75%). You come out weaker at level 16 than before (you could have Snow Storm and either Northern Exposure/Numbing Blast, now you must pick 1 of the three) and moving Improved Ice Block to level 20 (for the love of God) makes much more team reliant than pretty much any other Hero in the game imho (not just the other mages) to stay alive. I believe that recently seeing her picked in pro play sometimes (towers of doom mostly) and the player ALWAYS going q (frostbolt) build shows how much of a bad spot she is. She could use a Talent Tree rework and some unique questing talents like many others before her imho.

P.S. Ring of Frost was given quite some love (reduced cd, etc) compared to Water Elemental which was on the contrary nerfed yet in the talents section, the latter is desctribed as 99% of the time the better choice, which I don't think is like that. Water Elemental is nice in cases where there are many enemy heroes who want to jump on you and kill you 1v1/alone, away from team (Butcher, Zeratul, Illidan etc) I believe but Ring can pay off big time if you land it.

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Guest who is nameless

I think frost armor is good if you are being chased or against a valla/raynor

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19 hours ago, Guest who is nameless said:

I think frost armor is good if you are being chased or against a valla/raynor

Frost bolt reliably slows chasing enemies, so I wouldn't really say so. I also feel that if ranged assassins are hitting you reliably for FA to make a difference, you may be mispositioned or bound to lose the fight

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Guest Gwinty

I like Jaina very much and she is a hero i enjoy very much.

So first of all thanks for your Guide and the effort to make it. It was realy helpful and it gave me an idea what skills to take and why.

I was just wondering: Is there an update planed for your guides? Because the changelogs read that the Ability guid was updated at Jule16, the Strategy guid was updated April16 and the synergy and counter guide was updated Jule16. There where many heroes added to the game and many changes and I would love to hear your opinions on those Heroes and changes.

Also I was wondering about the Talent guide: The Build Guide talks about three builds, while the Talent page only refers to one specific build. I don't think its fitting to have the build guide advice Talents that the Talent guid turned down.
Also as another use already mentiont the Q-Build is very popular right now and that made me wonder: Why is it? Is it just popular or is it more effective?

As said at first: I enjoy your guides and take them into account quiet often. So please considere an update on the Jaina guides, as there has been some change and they are a little bit outdated.
But...well, if I`m wrong and they are not outdated and nothing changed that much, then just ignore the most part of the comment and only take the praise. Xp

Thanks,
Gwinty

 

P.S.: However I must point out, that I disagree with the statment that there is no reason to pick Jaina over Chromie and Li Ming. Jaina still got a better winrate (~58%) than Li Ming and Chromie and the fact that the Frost Bolt build is the most popular says nothing about her performing bad.

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      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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